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* DM qcf qcf + A (active (last part, while falling).) | * DM qcf qcf + A (active (last part, while falling).) | ||
* DM qcf qcf + C (startup (middle, just after invincibility ends) & active (last part, while falling).) | * DM qcf qcf + C (startup (middle, just after invincibility ends) & active (last part, while falling).) | ||
* SDM qcf qcf + AC (active (last part, while falling) & recovery (1st part).) | * SDM qcf qcf + AC (active (last part, while falling) & recovery (1st part).)) | ||
===Other Notes=== | ===Other Notes=== |
Latest revision as of 22:21, 24 October 2021
General Info
Crouch height: High
Jump: 5/32/1
Hop: 5/24/1
Dash: 3/10~∞/3
Backdash: 3/22/3
Wakeup: 26 frames
Recovery roll: 20 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- df + A (Low.)
- (b) f + P
- Mash P (Use b / f to move.)
- ABCD (Cancel.)
- hcb f + P (Throw. 0 frame startup.)
- hcf + K (Counter: non-low.)
- d d + K ("Earthquake".)
- DM qcf qcf + P (Overhead (2nd part). May OTG (2nd part).)
- DM qcf qcf + K (May OTG.)
- DM qcf hcb + P
- SDM qcf qcf + AC ("Earthquake" (2nd part).)
- HSDM B A df C A (Unblockable. Hit anywhere on the screen.)
Notes
Cancellable moves
- Close: A, B, D
- Far: B
- Crouch: A, B, C, D
- CD is cancellable into specials and DMs
Super cancellable moves
- (b) f + C
- d d + K (The stomp itself.)
Free cancellable into moves
??
Free cancellable out-of moves
??
Moves with Invincibility
- mash P (Some "anywhere on the screen" attacks: active.)
- d d + K (Lower: startup & active & recovery (1st part).)
- DM qcf hcb + P (Full: startup & recovery (If blocked).)
- DM qcf qcf + K (Full: startup (1st part).)
- DM qcf qcf + A (Full: startup & active (1st part).)
- DM qcf qcf + C (Full: startup (1st part).)
- SDM qcf qcf + AC (Full: startup & active (1st part).)
- HSDM B A df C A (Full: startup (1st part) & active (last part).)
Moves with autoguard
- (b) f + A (startup (middle).)
- (b) f + C (active (1st part, as he begin to winding up the ball) & active (in the middle of the winding up part).
There is gaps between both autoguard periods and another gap between the last autoguard period and the main attack.
- DM qcf qcf + A (active (last part, while falling).)
- DM qcf qcf + C (startup (middle, just after invincibility ends) & active (last part, while falling).)
- SDM qcf qcf + AC (active (last part, while falling) & recovery (1st part).))
Other Notes
- cl.A and cl.D whiffs against crouching opponents.
- D throw is mashable and do not switch sides.
Combos
Basic Combos
- cl.B >
- (S)DM qcf qcf + A/AC [36.3%/36.9%] {1 stock/Max Mode + 1 stock}
- hcb f + P [24.1%]
- P repeatedly > [24.8%]
- ABCD, DM qcf qcf + K (OTG.) (Corner. Timming Required. Only 1st hit will connect and will leave you vulnerable.) [40.9%] {1 stock}
- df + A [22.5%]
- j.CD, DM qcf qcf + K (OTG) (Corner)
- cr.D > DM qcf qcf + K (OTG) (Corner)
- df + A >> BC, DM qcf qcf + K (OTG) (Corner)
- cr.C / cl.D>
- DM qcf qcf + K [49.4%]
- d d + K >> [20.2%]
- DM qcf qcf + K (OTG. Only if d d + K "kick" hit.) [56.1%] {2 stocks}
- DM qcf qcf + A [43.0%]
- hcb f + P [30.2%]
- P repeatedly > [30.0%]
- ABCD, DM qcf qcf + K (OTG) (Corner)
- df + A [27.4%]
Strategies
A big target for combos until you use your special reversal of hcf + K wisely, its a great ground zoning character, try to spam far C or crouch D, a close A or far B its your best 2-in-1 for the command throw.
Using a DM its a stupid idea, he had bad recovery and damage, outside of qcf,qcf + A or combo a qcf,qcf + K OTG don't use stocks, be a big battery in your team instead.